#version 330 core
//vert
layout(location=0)in vec3 Position;
layout(location=1)in vec2 UV1;
uniform mat4 moduleMat;
layout(std140) uniform SetingBlock
{
	mat4 cameraMat;
};
out vec2 coord;
void main()
{
	coord = UV1;
	gl_Position = cameraMat * moduleMat * vec4(Position,1.0);
}
//frag
in vec2 coord;
uniform sampler2D mainTexture;
void main()
{
	gl_FragColor= texture(mainTexture, coord);
}